SDL2 on Raspberry Pi without X? - c++

I'm hoping to develop some code that uses SDL2 to display graphics on the 7" RPi touchscreen, but I'd rather not install a full desktop OS. I've got Raspbian Buster Lite installed. Some simple test code gets an error when I try to run it:
user#rpi4:~/01_hello_SDL $ ./hw
Window could not be created! SDL_Error: Could not initialize EGL
user#rpi4:~/01_hello_SDL $ sudo ./hw
error: XDG_RUNTIME_DIR not set in the environment.
Window could not be created! SDL_Error: Could not initialize EGL
I'm trying to create the window with
SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL )
I found a post that referenced instructions on how to build SDL2 without X, but I was hoping someone could educate me a bit more about how SDL finds the display in various environments, and if it’s even possible to do what I want to do.
A few years ago I used SDL 1.2 to do full-screen graphics on a Beaglebone Black running a version of Debian, but I seem to have lost that installation, and don’t remember how it was set up. I vaguely recall some issues around fbdev and it being non-accelerated graphics, but that didn’t matter at the time (and while I’d like to get accelerated graphics now, it’s not critical).
Example code:
/*This source code copyrighted by Lazy Foo' Productions (2004-2019)
and may not be redistributed without written permission.*/
//Using SDL and standard IO
#include <SDL.h>
#include <stdio.h>
//Screen dimension constants
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 480;
int main( int argc, char* args[] )
{
//The window we'll be rendering to
SDL_Window* window = NULL;
//The surface contained by the window
SDL_Surface* screenSurface = NULL;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
}
else
{
//Create window
window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL );
if( window == NULL )
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
}
else
{
//Get window surface
screenSurface = SDL_GetWindowSurface( window );
//Fill the surface white
SDL_FillRect( screenSurface, NULL, SDL_MapRGB( screenSurface->format, 0xFF, 0xFF, 0xFF ) );
//Update the surface
SDL_UpdateWindowSurface( window );
//Wait two seconds
SDL_Delay( 2000 );
}
}
//Destroy window
SDL_DestroyWindow( window );
//Quit SDL subsystems
SDL_Quit();
return 0;
}

Alrighty, got it working on my Raspberry Pi 3 with 2019-07-10-raspbian-buster-lite.img, both with the default Broadcom blobs & the KMS/DRM backend:
Install SDL2 build dependencies:
# install everything Debian uses to build SDL
sudo apt build-dep libsdl2
# needed for the KMSDRM backend:
sudo apt install libdrm-dev libgbm-dev
Grab the latest stable SDL source tarball or tag (release-2.0.10) from Git and extract it somewhere like ~/sdl-src
Run SDL's configure script:
cd ~/sdl-src
./configure --enable-video-kmsdrm
Here's my configure summary:
SDL2 Configure Summary:
Building Shared Libraries
Building Static Libraries
Enabled modules : atomic audio video render events joystick haptic sensor power filesystem threads timers file loadso cpuinfo assembly
Assembly Math :
Audio drivers : disk dummy oss alsa(dynamic) pulse(dynamic) sndio(dynamic)
Video drivers : dummy rpi x11(dynamic) kmsdrm(dynamic) opengl opengl_es1 opengl_es2 vulkan wayland(dynamic)
X11 libraries : xcursor xdbe xinerama xinput2 xinput2_multitouch xrandr xscrnsaver xshape xvidmode
Input drivers : linuxev linuxkd
Using libsamplerate : YES
Using libudev : YES
Using dbus : YES
Using ime : YES
Using ibus : YES
Using fcitx : YES
Note the rpi and kmsdrm(dynamic) entries in the Video drivers list:
Video drivers : dummy rpi x11(dynamic) kmsdrm(dynamic) opengl opengl_es1 opengl_es2 vulkan wayland(dynamic)
^^^ ^^^^^^^^^^^^^^^
Build & install SDL; took ~4.5 minutes on my Rpi3:
make -j4 && sudo make install
Build test program:
g++ main.cpp `pkg-config --cflags --libs sdl2`
(Optional) Enable the "Full KMS" driver if you want to use the KMSDRM backend instead of the default OpenGL ES blobs:
$ sudo raspi-config
select '7 Advanced Options'
select 'A7 GL Driver'
select 'G3 GL (Full KMS)'
reboot
Run test program:
$ ./a.out
Testing video drivers...
The path /dev/dri/ cannot be opened or is not available
The path /dev/dri/ cannot be opened or is not available
SDL_VIDEODRIVER available: x11 wayland KMSDRM RPI dummy
SDL_VIDEODRIVER usable : RPI
The path /dev/dri/ cannot be opened or is not available
The path /dev/dri/ cannot be opened or is not available
SDL_VIDEODRIVER selected : RPI
SDL_RENDER_DRIVER available: opengl opengles2 opengles software
SDL_RENDER_DRIVER selected : opengles2
You can use environment variables to override the default video/render driver selection:
SDL_VIDEODRIVER=KMSDRM SDL_RENDER_DRIVER=software ./a.out
I had to hold SDL's hand a bit with envvars to get the KMSDRM backend to load:
# no envvars, fails:
$ ./a.out
Testing video drivers...
SDL_VIDEODRIVER available: x11 wayland KMSDRM RPI dummy
SDL_VIDEODRIVER usable : KMSDRM
SDL_VIDEODRIVER selected : KMSDRM
SDL_CreateWindow(): Could not initialize OpenGL / GLES library
# with envvars, succeeds:
$ SDL_VIDEO_EGL_DRIVER=libEGL.so SDL_VIDEO_GL_DRIVER=libGLESv2.so ./a.out
Testing video drivers...
SDL_VIDEODRIVER available: x11 wayland KMSDRM RPI dummy
SDL_VIDEODRIVER usable : KMSDRM
SDL_VIDEODRIVER selected : KMSDRM
SDL_RENDER_DRIVER available: opengl opengles2 opengles software
SDL_RENDER_DRIVER selected : opengl
Here's the test program I've been using:
// g++ main.cpp `pkg-config --cflags --libs sdl2`
#include <SDL.h>
#include <iostream>
#include <vector>
int main( int argc, char** argv )
{
SDL_Init( 0 );
std::cout << "Testing video drivers..." << '\n';
std::vector< bool > drivers( SDL_GetNumVideoDrivers() );
for( int i = 0; i < drivers.size(); ++i )
{
drivers[ i ] = ( 0 == SDL_VideoInit( SDL_GetVideoDriver( i ) ) );
SDL_VideoQuit();
}
std::cout << "SDL_VIDEODRIVER available:";
for( int i = 0; i < drivers.size(); ++i )
{
std::cout << " " << SDL_GetVideoDriver( i );
}
std::cout << '\n';
std::cout << "SDL_VIDEODRIVER usable :";
for( int i = 0; i < drivers.size(); ++i )
{
if( !drivers[ i ] ) continue;
std::cout << " " << SDL_GetVideoDriver( i );
}
std::cout << '\n';
if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
{
std::cerr << "SDL_Init(): " << SDL_GetError() << '\n';
return EXIT_FAILURE;
}
std::cout << "SDL_VIDEODRIVER selected : " << SDL_GetCurrentVideoDriver() << '\n';
SDL_Window* window = SDL_CreateWindow
(
"SDL2",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480,
SDL_WINDOW_SHOWN
);
if( nullptr == window )
{
std::cerr << "SDL_CreateWindow(): " << SDL_GetError() << '\n';
return EXIT_FAILURE;
}
std::cout << "SDL_RENDER_DRIVER available:";
for( int i = 0; i < SDL_GetNumRenderDrivers(); ++i )
{
SDL_RendererInfo info;
SDL_GetRenderDriverInfo( i, &info );
std::cout << " " << info.name;
}
std::cout << '\n';
SDL_Renderer* renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED );
if( nullptr == renderer )
{
std::cerr << "SDL_CreateRenderer(): " << SDL_GetError() << '\n';
return EXIT_FAILURE;
}
SDL_RendererInfo info;
SDL_GetRendererInfo( renderer, &info );
std::cout << "SDL_RENDER_DRIVER selected : " << info.name << '\n';
bool running = true;
unsigned char i = 0;
while( running )
{
SDL_Event ev;
while( SDL_PollEvent( &ev ) )
{
if( ( ev.type == SDL_QUIT ) ||
( ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_ESCAPE ) )
{
running = false;
}
}
SDL_SetRenderDrawColor( renderer, i, i, i, SDL_ALPHA_OPAQUE );
SDL_RenderClear( renderer );
SDL_RenderPresent( renderer );
i++;
}
SDL_DestroyRenderer( renderer );
SDL_DestroyWindow( window );
SDL_Quit();
return 0;
}

Related

EGL vs OpenGL context

I use BGFX framework for rendering in an application. I'm on Linux with an nvidia graphics card, and the BGFX build I use uses OpenGL as a backend (don't want to switch to Vulkan backend).
Everything worked fine, but one new feature requires me to use EGL. The first thing I do in the main is setting EGL to use OpenGL as a rendering API with:
if (not eglBindAPI(EGL_OPENGL_API) || (eglGetError() != EGL_SUCCESS))
//error handling
It works well.
Then I create an X11 window, I call eglGetDisplay, call eglInitialize, call eglChooseConfig, all of them returns without any error.
Then I call BGFX init, it runs well without any error.
At this point I have an initialized BGFX (using OpenGL backend), a current OpenGL context (created by BGFX):
std::cout << "GL Cont: " << glXGetCurrentContext() << std::endl; // Valid pointer
std::cout << "EGL Cont: " << eglGetCurrentContext() << std::endl; // 0x0
std::cout << "BGFX Renderer: " << bgfx::getRendererType() << std::endl; // 8 - OpenGL
Then I would like to execute the new EGL stuff related to the new feature on a different thread (I call eglBindAPI on the new thread as well):
EGLContext globalEglContext{};
{
static constexpr EGLint contextAttr[]{
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
};
globalEglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttr);
if (EGL_NO_CONTEXT == globalEglContext)
{ //error handling }
}
if (!eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, globalEglContext))
{
printf("Error on eglMakeCurrent (error: 0x%x)", eglGetError());
}
The context creation is fine, but the eglMakeCurrent call returns false, but the error code is 0x3000 (EGL_SUCCESS):
Error on eglMakeCurrent (error: 0x3000)
I cannot ignore the error as the next EGL operation fails, so it is an error indeed.
If I execute the very same context creation code on the main thread I get:
Error on eglMakeCurrent (error: 0x3002)
Checking 0x3002 (EGL_BAD_ACCESS) in the manual doesn't explain my case.
If I create & make my EGL context current on the main thread before initializing BGFX and I add the following X11 error handler:
XSetErrorHandler(+[](Display *display, XErrorEvent *error)
{
char buf[255];
XGetErrorText(display, error->error_code, buf, 255);
printf("X11 error: %s", buf);
return 1;
});
Then the context creation and making it current works well, but during BGFX init I get the following error message:
X11 error: GLXBadDrawableX11 error: GLXBadDrawableX11
I have two questions:
Is it possible that EGL and OpenGL contexts cannot be used in the same time? (On a thread I would have a current OpenGL context while on another thread an EGL context)
If it is not possible to use OpenGL and EGL contexts in the same time not even on different threads then how could I use EGL features while I would like to continue using OpenGL as a rendering backend in the same time?
UPDATE:
I created a test app that creates and makes current a GLX context, then creates and tries to make current an EGL context and it fails.
Does it mean that EGL and OpenGL cannot be used in the same time?
The full source code (main.cpp):
#include <iostream>
#include <assert.h>
#include <thread>
#include <chrono>
#include <future>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
int main()
{
if (not eglBindAPI(EGL_OPENGL_API) || (eglGetError() != EGL_SUCCESS))
{
printf("Could not bind EGL ES API (error: 0x%0x)\n", eglGetError());
return -1;
}
XSetErrorHandler(+[](Display *display, XErrorEvent *error)
{
char buf[255];
XGetErrorText(display, error->error_code, buf, 255);
printf("X11 error: %s\n", buf);
return 1;
});
//
// WINDOW
//
uint32_t flags = SDL_WINDOW_RESIZABLE;
const auto sdlWindow = SDL_CreateWindow("win", 0, 0, 640, 480, flags);
SDL_ShowWindow(sdlWindow);
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(sdlWindow, &wmi))
{
return -1;
}
auto display = wmi.info.x11.display;
//
// EGL INIT
//
void *eglConfig{};
void *eglDisplay{};
void *eglSurface{};
// EGL init
{
// Get EGL display
eglDisplay = eglGetDisplay((EGLNativeDisplayType)display);
if (eglDisplay == EGL_NO_DISPLAY)
{
printf("Could not create EGLDisplay (error: 0x%0x)\n", eglGetError());
return -1;
}
// Init EGL display
{
EGLint major;
EGLint minor;
if (!eglInitialize(eglDisplay, &major, &minor))
{
printf("Failed initializing EGL (error: 0x%0x)\n", eglGetError());
return -1;
}
else
{
printf("EGL initialized (Version: %d.%d)\n", major, minor);
}
}
// Choose EGL config
{
static constexpr EGLint cfgAttr[]{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 1,
EGL_DEPTH_SIZE, 1,
EGL_NONE
};
EGLint numConfigs{0};
if (!eglChooseConfig(eglDisplay, cfgAttr, &eglConfig, 1, &numConfigs))
{
printf("Failed on eglChooseConfig (error: 0x%0x)\n", eglGetError());
return false;
}
}
// Create EGL surface
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, wmi.info.x11.window, nullptr);
if(eglSurface == EGL_NO_SURFACE)
{
printf("Could not create EGLSurface (error: 0x%0x)\n", eglGetError());
return -1;
}
}
//
// OpenGL context
//
const auto screen = DefaultScreenOfDisplay(display);
const auto screenId = DefaultScreen(display);
static GLint glxAttribs[] = {
GLX_RGBA,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 24,
GLX_STENCIL_SIZE, 8,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_SAMPLE_BUFFERS, 0,
GLX_SAMPLES, 0,
None
};
XVisualInfo* visual = glXChooseVisual(display, screenId, glxAttribs);
if (visual == 0)
{
printf("Could not create correct visual window.\n");
return -1;
}
GLXContext context = glXCreateContext(display, visual, NULL, GL_TRUE);
if( !glXMakeContextCurrent(display, None, None, context))
{
printf("Could not make context current.\n");
return -1;
}
std::cout << "GL Cont: " << glXGetCurrentContext() << std::endl;
std::cout << "EGL Cont: " << eglGetCurrentContext() << std::endl;
/*
// Uncomment this and EGL context creation works
if( !glXMakeContextCurrent(display, None, None, NULL))
{
printf("Could not make context current.\n");
return -1;
}
std::cout << "GL Cont: " << glXGetCurrentContext() << std::endl;
std::cout << "EGL Cont: " << eglGetCurrentContext() << std::endl;
*/
//
// EGL CONTEXT
//
auto launchPolicy = std::launch::deferred; // change it to std::launch::async to create EGL context on a thread
auto res = std::async(launchPolicy, [&](){
void *globalEglContext;
{
static constexpr EGLint contextAttr[]{
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
};
globalEglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttr);
if (EGL_NO_CONTEXT == globalEglContext)
{
printf("Error creating EGL context (error: 0x%x)\n", eglGetError());
exit(-2);
}
}
// fails with 0x3000 (EGL_SUCCESS) on a different thread.
// fails with 0x3002 (EGL_BAD_ACCESS) on the main thread.
if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, globalEglContext))
{
printf("Error on eglMakeCurrent (error: 0x%x)\n", eglGetError());
exit(-3);
}
return 0;
});
res.wait();
std::cout << "GL Cont: " << glXGetCurrentContext() << std::endl;
std::cout << "EGL Cont: " << eglGetCurrentContext() << std::endl;
}
CMakeLists.txt:
cmake_minimum_required(VERSION 3.5)
project(EGLTest LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
find_package(OpenGL REQUIRED COMPONENTS EGL)
find_package(PkgConfig REQUIRED)
pkg_check_modules(X11 REQUIRED x11)
pkg_check_modules(SDL2 REQUIRED sdl2)
add_executable(${PROJECT_NAME} main.cpp)
target_include_directories(
${PROJECT_NAME}
SYSTEM
PUBLIC ${OPENGL_EGL_INCLUDE_DIRS}
PUBLIC ${SDL2_INCLUDE_DIRS}
)
target_link_libraries(
${PROJECT_NAME}
OpenGL::EGL
${SDL2_LIBRARIES}
)
UPDATE 2:
My config:
Kubuntu 22.04 LTS 5.15.0-52-generic
Operating System: Ubuntu 22.04
KDE Plasma Version: 5.24.6
KDE Frameworks Version: 5.98.0
Qt Version: 5.15.3
Kernel Version: 5.15.0-52-generic (64-bit)
Graphics Platform: X11
Processors: 16 × 11th Gen Intel® Core™ i7-11800H # 2.30GHz
NVIDIA-SMI 470.141.03 Driver Version: 470.141.03 CUDA Version: 11.4
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 470.141.03
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 470.141.03
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
UPDATE 3:
adam#pc:~/git/bgfx_test/build$ ldd BgfxTest | grep GL
libEGL.so.1 => /lib/x86_64-linux-gnu/libEGL.so.1 (0x00007f32b95dd000)
libGLX.so.0 => /lib/x86_64-linux-gnu/libGLX.so.0 (0x00007f32b95a9000)
libGLdispatch.so.0 => /lib/x86_64-linux-gnu/libGLdispatch.so.0 (0x00007f32b8d9d000)

CLion, SDL2, CMake: No available video device

I am trying to start using SDL2 (with CLion as my IDE), but I'm running into errors. I'm on Pop!_OS 19.10 (based on ubuntu)
Here are the relevant project files:
CMakeLists.txt
cmake_minimum_required(VERSION 3.13)
project(sdlpractice)
set(CMAKE_CXX_STANDARD 20)
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})
add_executable(sdlpractice main.cpp)
target_link_libraries(sdlpractice ${SDL2_LIBRARIES})
Main.cpp
#include "SDL2/SDL.h"
#include "stdio.h"
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int main(int argc, char* args[]) {
// The window we will be rendering to
SDL_Window * ptrWindow = NULL;
// The surface contained by the window
SDL_Surface * ptrScreenSurface = NULL;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
} else {
// Create window
ptrWindow = SDL_CreateWindow("SDL Practice",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (ptrWindow == nullptr) {
printf("Window creation failed: %s\n", SDL_GetError());
}
// Get window surface
ptrScreenSurface = SDL_GetWindowSurface(ptrWindow);
// Fill the surface white
SDL_FillRect(ptrScreenSurface, NULL, SDL_MapRGB(ptrScreenSurface->format, 0xFF, 0xFF, 0xFF));
// Update the surface
SDL_UpdateWindowSurface(ptrWindow);
// Wait 2 seconds
SDL_Delay(2000);
// Destroy window, quit SDL subsystems
SDL_DestroyWindow(ptrWindow);
SDL_Quit();
return 0;
}
}
I get the following error:
SDL could not initialize! SDL_Error: No available video device
I have tried setting DISPLAY=:0.0 in CLion's run configurations. Same error results. Futhermore, I ran
echo $DISPLAY
:1
and tried using :1 as well, same error persists.
Removing /usr/local/bin/sdl2-config,/usr/local/include/SDL2 and /usr/local/lib/libSDL2* (as suggested by Botje) solved the problem due to the self-built version of SDL2 missing the required video headers.

The procedure entry point _ZdlPvj could not be located in the dll ${pathToDir}\demoGame.exe

I am attempting to set up SDL2 for creating a C++ game for windows. When I run the below make file with just a single source file, I get no errors, and the program can run. When I attempt to run the make file with multiple source files, the compilation goes smoothly, but when I attempt to run the program, i get the error seen in the title. It appears to only happen when I attempt to create an instance of a class in the second source file, and try to access either members or instance functions.
I have tried redownloading and setting up my environment, updating mingw (didnt hurt to try) and triple checking my code. I have included the makefile, as well as the source files I am using. Thank you for any help.
EDIT: It seems that the delete call in the main function causes this error... Not sure if that is a coincidence or if the cause does lie somewhere there...
#OBJS specifies which files to compile as part of the project
OBJS = src/*.cpp src/*.hpp
#CC specifies which compiler we're using
CC = g++
#INCLUDE_PATHS specifies the additional include paths we'll need
INCLUDE_PATHS = -Iinclude/SDL2
#LIBRARY_PATHS specifies the additional library paths we'll need
LIBRARY_PATHS = -Llib
#COMPILER_FLAGS specifies the additional compilation options we're using
# -w suppresses all warnings
# -Wl,-subsystem,windows gets rid of the console window
COMPILER_FLAGS =
#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lmingw32 -lSDL2main -lSDL2
#OBJ_NAME specifies the name of our exectuable
OBJ_NAME = demoGame
#This is the target that compiles our executable
all : $(OBJS)
$(CC) $(OBJS) $(INCLUDE_PATHS) $(LIBRARY_PATHS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)
#include <SDL.h>
#include <stdio.h>
#include "grid.hpp"
#include <iostream>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int main( int argc, char* args[] )
{
//The window we'll be rendering to
SDL_Window* window = NULL;
//The surface contained by the window
SDL_Surface* screenSurface = NULL;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
}
else
{
//Create window
window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( window == NULL )
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
}
else
{
//Get window surface
screenSurface = SDL_GetWindowSurface( window );
//Fill the surface white
SDL_FillRect( screenSurface, NULL, SDL_MapRGB( screenSurface->format, 0xFF, 0xFF, 0xFF ) );
//Update the surface
SDL_UpdateWindowSurface( window );
//Wait two seconds
SDL_Delay( 2000 );
}
}
Grid* grid = new Grid(1, 2);
// These two lines seem to cause an issue.
std::cout << grid->getRows() << std::endl;
delete grid;
//Destroy window
SDL_DestroyWindow( window );
//Quit SDL subsystems
SDL_Quit();
return 0;
}
class Grid {
public:
Grid(int rows, int columns) {
this->rows = rows;
this->columns = columns;
}
int getRows() {
return this->rows;
}
private:
int rows;
int columns;
};

c++ sdl window freeze and issues with sdl

SDL just pisses me off, please help.
I'm trying just to show a window, this is the code :
#include <iostream>
#define SDL_MAIN_HANDLED
#include "SDL.h"
int main()
{
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
SDL_Window *window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 480, SDL_WINDOW_SHOWN);
if (window == NULL)
return 1;
SDL_Event event;
bool running = true;
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
}
}
}
SDL_Quit();
std::cout << "Hello :)" << std::endl;
return 0;
}
Now, the issue is that it says that the program now responding and I have a "loading" icon for the mouse. Second issue is that I cannot use SDL_INIT_EVERYTHING for some reason, it just gets stuck and nothing outputs when I try to output after init.
I tried multiple sdl files x86 , x64.
I have windows 10 64bit OS.
I really start to lose my sanity here , please help.
EDIT :
the window works perfectly fine with SDL_INIT_EVERYTHING but it takes the computer to load everything for 1 minute and 50 seconds. which is a lot of time.
But when I only init SDL_INIT_VIDEO , it's not responding.
Any solution ?
Okay, so I have downloaded an older version 2.0.5 instead of the new "stable" version and seems like it works. I guess the new version just have bugs that needs to be fixed.

SDL and SDL_image program doing nothing in Eclipse

I have been trying to make a PNG image appear on-screen to my SDL window. I am using the Eclipse CDT. SDL.h and SDL_image.h both seem to have been correctly linked, in that the functions pop up with colour on the compiler. When I run my code, however, literally nothing happens. There are no errors in the compiler, no comments, nothing. The window doesn't appear. I would really appreciate if anyone could help me out on the matter.
Also, SDL has worked previously on my computer before (without using SDL_image) - in which I ran a particle simulation that worked perfectly fine.
My code:
#include <iostream>
#include "SDL.h"
#include "SDL_image.h"
using namespace std;
SDL_Window *m_window; //Window upon which the game will be displayed.
SDL_Renderer *m_renderer; //Renderer used to draw the objects on the window.
SDL_Texture *playerTex;
int SCREEN_WIDTH = 600;
int SCREEN_HEIGHT = 600;
int main(int argc, char* args[]) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
cout << "Video init failed" << endl;
return 1;
}
//Creates the actual SDL-window and stores it in the m_window variable.
m_window = SDL_CreateWindow("Marko Beocanin SDD Project",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_FULLSCREEN);
//Error-checking method that determines if SDL could not create a window - returns false if unsuccessful.
if (m_window == NULL) {
cout << "Window Creation failed" << endl;
SDL_Quit();
IMG_Quit();
return 2;
}
//Creates an SDL-Renderer: a tool used to actually draw objects on the Window
m_renderer = SDL_CreateRenderer(m_window, -1, 0);
//Error-checking method that determines if SDL could not create a renderer - returns false if unsuccessful.
if (m_renderer == NULL) {
cout << "Renderer creation failed." << endl;
SDL_DestroyWindow(m_window);
SDL_Quit();
IMG_Quit();
return 3;
}
SDL_Surface *tmpSurface = IMG_Load("img.png");
playerTex = SDL_CreateTextureFromSurface(m_renderer, tmpSurface);
SDL_FreeSurface(tmpSurface);
SDL_RenderClear(m_renderer);
SDL_RenderCopy(m_renderer, playerTex, NULL, NULL);
SDL_RenderPresent(m_renderer);
SDL_Delay(2000);
SDL_DestroyWindow(m_window);
SDL_Quit();
IMG_Quit();
return 0;
}
The problem I had was a result of me using the wrong SDL_image library - I was using x64 instead of x86, which meant that it didn't throw an error per se, just didn't work properly!